P2P DUEL

Pulse Duel

Charge for stamina. Strike the greedy. Guard the strike. Break the guard.

The arena runs on one pulse.
Each round lasts just long enough to bluff once.
Action Triangle

STRIKE catches CHARGE and BREAK.

GUARD absorbs STRIKE.

BREAK punishes GUARD.

Every lock is judged on the same host-time axis, not arrival order.

Round Flow

Start with 4 integrity and 2 stamina.

Each pulse lets you lock exactly one move.

Charge builds options. Over-guarding gets punished.

First side to cut the other to zero wins.

Fight Plan

Room is P2P only.

First lock sticks.

Both locks in early and the pulse snaps shut faster.